07-16-2012, 01:15 PM | #11 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Continuous Armor Divisors
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07-16-2012, 01:18 PM | #12 |
Join Date: Nov 2009
Location: Oregon
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Re: Continuous Armor Divisors
You absolutely must limit Hardened to not reduce effective AD below 1. Otherwise, it's effectively "Total DR = DR x (Hardened+1)".
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07-16-2012, 01:18 PM | #13 | |
Join Date: Mar 2010
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Re: Continuous Armor Divisors
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07-16-2012, 01:19 PM | #14 | |
Join Date: Sep 2004
Location: Canada
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Re: Continuous Armor Divisors
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I really prefer handling Divisors vs Hardened as regular old fractions - in your above example you'd unambiguously have 1/3 * 1/2 * 2/1 = 2/6 = 1/3. "Hardened" would necessarily cap the net effect at 1/1 or no impact on DR. You could have Hardened DR level 3 ("5") and it would look like 1/3* 1/2 * 5/1 = 5/6 = 25 DR Keeping simple fractions like that is pretty easy math for me to do in my head so there's no costs for me to resolve it that way, and the benefit is no weird questions at the table :) "How does it work? Just like you learned in math class. Nothing Funky."
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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07-16-2012, 02:40 PM | #15 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Continuous Armor Divisors
If we're talking about Armor Divisor, don't forget that .5, .2, and .1 are also armor divisor values. Inconveniently, they approximately fit a line with a radically different slope. I'm not going to be happy with a "mathematically elegant" approximation that has an unexplained kink at Armor Divisor 1.
Bill Stoddard |
07-16-2012, 03:19 PM | #16 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Continuous Armor Divisors
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07-16-2012, 03:59 PM | #17 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Continuous Armor Divisors
It's most useful for degenerate builds that are focused on the non-damaging functions of attacks, mainly corrosive attacks (as the AD has no effect on the rate at which armor is destroyed).
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07-16-2012, 04:17 PM | #18 |
Join Date: Sep 2004
Location: Canada
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Re: Continuous Armor Divisors
Outside the question of "builds", fractional armor divisors are sort of a finer-resolution alternative to very very low damage (1d-5 type things) - especially if you use T-Bone's suggestion (I think it's T-Bone? Or is it RAW?) of treating SM 0 "bare skin" as "DR 0.5 round down" or suchlike for this purpose, and perhaps come up with an interesting way of adjusting that with SM.
I think I'd be much more comfortable with 2d (0.1) and treat humans as DR 0.5 than I would be with 1d-4. But that's in danger of wobbling off onto "making gurps scale with different sizes elegantly" tangents again. A related idea, but I think still a tangent.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
07-16-2012, 04:26 PM | #19 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Continuous Armor Divisors
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07-16-2012, 04:32 PM | #20 | |
Join Date: Nov 2009
Location: Oregon
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Re: Continuous Armor Divisors
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armor divisor |
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